The Three Cultures and Children's Television
Richard J. McGowan
In October, 1950, Alan Turing's marvelously provocative paper,
"Computing Machinery and Intelligence," appeared in the
philosophical journal, Mind. That article marked the
introduction, in print, of Turing's operational definition of
thinking or "intelligence," and made the further suggestion that
machines could think. Turing's definition depended on what is now
known as the imitation principle: "if a computer, on the basis of
written replies to questions, could not be distinguished from a
human respondent, then 'fair play' would oblige one to say that it
must be 'thinking' " (415). The upshot of Turing's article was
controversy combined with a certain suspicion that his claims, if
allowed to stand, meant that human beings were no different from
machines. It seems to me that Turing may have exacted his revenge
on his adversaries, for instance, Michael Polyani, in the form of
children's television programming.
Turing's revenge, so-called, has occurred through an evolution
in children's programming that began in about 1959, the year C. P.
Snow's The Two Cultures appeared in print. This evolution
has involved a shift from the natural to the technological as a
focal point for the images children receive. In his 1963 essay,
The Two Cultures: A Second Look, C. P. Snow wrote that "it
is probably too early to speak of a third culture already in
existence. But I am convinced that this is coming" (70-71). If we
allow such distinctions to be made as between cultures, we have
seen the third culture emerge in children's programming. The first
two cultures are those of the artist and the natural scientist; the
third is that of the technologist, as Porush says. 1 I will suggest that
children's programming shows these three cultures, that currently
preeminence is given the technological culture, 2 and that the technological
imagery ultimately restricts children's perceptions of the
world.
Among the messages of children's television is the lesson that
tools - for that is what machines are - have a life and
independence of their own. This elevation of tools to the status of
living beings ignores and tramples upon a distinction germane to
the three cultures made by St. Thomas Aquinas. He spoke of the
liberales antes, the "free arts," and the mechanicae
antes, the "mechanical arts." 3 The free arts point beyond themselves and
do not necessarily serve human ends. The mechanicae artes
serve human ends and their objects "borrow" their way of being from
human invention. The technological imagery of children's
programming misrepresents that distinction so that children see
human beings as constrained by their own inventions. Reason and
responsibility are presented as the domain of machines, not human
beings.
The Technological Culture Emerges
If we accept Snow's claims, prior to 1963, there were two
predominant cultural modalities. The artist and the natural
scientist were both seekers in a liberalis artes. The
mystery of life, the power of discovery, a sense of wonder
characterized their pursuits. They explicitly and implicitly
recognized both the importance of reason and its limits, standing
in awe of the forces which defy being human. Command of nature was
not the goal of these two cultures; knowledge was never only or
primarily instrumental to human ends.
According to Snow, the original two cultures could trade
riposte, but they were not antagonistic nor openly contemptuous of
one another. But this situation no longer prevails. Originally,
children's programming maintained the harmony of the two cultures.
The long history of animal naturalism could be found in such
programs as Lassie. The soft scientific narratives and
documentaries of Disney, such as The Incredible Journey,
used animals as purveyors of scientific knowledge. These shows were
staples of an age without a technological culture. They blended the
efforts of the scientist and the artist.
Fantasy and natural science were allies in children's shows.
Fantastic naturalism, fantasy given a natural explanation, gave
rise to children's heroes such as Superman and the Fantastic Four.
Superman came from another planet and the differences between
Krypton and Earth accounted for his super powers. The Fantastic
Four were wonderfully gifted mutants, but explicable in natural
terms. Heroes such as those were products of forces outside of
human control and design.
Batman existed, too, in comics and then on television, just like
Superman. Batman, however, was quite human and not at all a
"natural freak." The comic-book Batman solved problems by using a
lot of brains, a bit of brawn, and some special devices, products
of applied science. The television Batman was different: he was a
parody of the comic book Batman in large part because his
technology was so dated. An example of this sort occurred when
Batman and Robin climbed the side of a skyscraper using drain
plungers strapped to their feet. The comic book Batman's
relationship to his tools - they were subservient to his
reason-became funny on T.V. Then, too, Batman's tools made for drab
T.V.: they were not fantastic enough and they did not have enough
power.
The image which the incipient technological culture strove for
was the elevation of tools to the status accorded objects in the
liberales artes, with all the power, wonder, and mystery
such objects deserve. An early image hinted at the equality
technology would have with the natural in the form of Peter Parker,
a.k.a. Spiderman. Spiderman gained his powers when bitten by a
natural creature, a spider, which had inadvertently been launched
into space. The result, impossible without the advanced technology
of rocketry and space probes, was a human being with spider
abilities proportional to his human size.
Technology was struggling in children's programming to have a
life of its own. The first attempts at a life and independence of
machines were farcical. Herbie, the Love Bug and My
Mother, the Car gave life, albeit absurdly, to machines. Kids
knew full well that Volkswagens could not think and My Mother,
the Car gave whole new meaning to the notion of death and
reincarnation. We laughed at this image of technology, but we were
absorbed by technology, too. Naturalism was being supplanted by
technology in children's programming. Furthermore, the earlier
images of machines showed machines which looked like machines.
Robots looked and moved like machines in the older technological
programs such as Flash Gordon. Part of the charm and
attraction of the present Dr. Who and even Star
Wars can be attributed, in part, to their machine-looking
machines. As we know, the technological culture's images evolved to
the point where machines appeared and acted like beings worthy of
study in a "free art."
First in the evolution of an independent technological culture
were the technologically dependent heroes. The derring-do of James
West, an extraordinary human being who relies on technology to save
the day, or the antics of the absent-minded professor who uses
flubber to gain control of his life, replaced our unusual but
nonetheless naturally explicable heroes Superman and
Spiderman. Despite the fact that technology existed
independently and unattached to its human user, the status of the
human user became more and more dependent on the available
gadgetry. The stage was set for one small increment to extend human
capacity by making machines a part of us. Thus, our culture gave
birth to the Bionic Man and his counterpart, the Bionic Woman.
Now our heroes were not simply human, but machine-human.
Technological advance and gadgetry did not exist separately from
their users, but in them. The Bionic Man could perform all those
marvelous feats because he and his technology were inseparable.
Solutions to problems were no longer couched in natural terms, as
with Disney movies, or in human reason, as with Batman but
in technological terms of the human machine. Because of technology,
we could build Steve Austin stronger and better: his identity came
from technology, quite the reverse of My Mother, the Car
where the machine's identity came from the human being.
To extend this development, the human being could not merely
have parts replaced: heroes had to be replaced in toto by
machines. We now have K.I.T.T. in Knightrider, a fully
intelligent, responsive machine, and we have Decepticon, Voltron,
and a host of other "auto-bots," machines which live independently
of human control or pro-gram. Many children's shows no longer
feature natural heroes but machines which appear more human and
more grand than we are.
Thus, my four-year-old son, upon watching a transformer get
"zapped," asked me, "Is it dead, Daddy?" 4 (and prompted this paper).
Turing's claims are alive and well in the minds of our
children.
The Artist, the Natural Scientist, and the Technologist
Children's programming and culture have evolved to the point
where technology and its imagery abound. Children are bombarded by
images of machine life, and images of the artist and natural
scientist have receded. Often, the image of the artist is consigned
to a vision of magic and fantasy that only the reductionist
perspective of a mechanical art could devise. Paradigms of the
three cultures, He-Man, Transformers, and either
Scooby-Doo or 3-2-1 Contact will illustrate my
assertions. A comparison of these shows suggests that human reason
and responsibility are being joined with or replaced by technology,
in most of the programming children are offered.
When He-Man holds his powersword aloft and yells, "By the power
of Grayskull, I am the power," he means to call from the
netherworld those forces that aid him. He-Man's powersword is a
magical and mythical sword: it is supposed to reach beyond human
capacity and experience to a source of power beyond human designs.
Fantasy and magic are offered as the means to solve problems. So at
first sight, the show seems to offer a non-technological slant in
the form of magic. But what shall we make of the proffered
magic?
Magic, at its best, says something about the unconscious, about
the mystery of life, about that which eludes our understanding.
Magic, even as "mere" entertainment, transforms and at least
suggests some-thing mystical. 5 Illusion in the magician is so appealing
because the magician does so much with so little effort. The
gentleness of the art belies its effects and defies our
understanding. But where in He-Man are these
characteristics of magic presented? In show after show, He-Man
gains great strength and does physical battle with his adversaries.
The magic maintains a superficial connection with the mystical, but
problems are solved the old-fashioned, militaristic, non-magical
way. 6 There
is none of the transforming elegance of magic.
Further, where is any notion of the truly mystical?
He-Man is frequently called upon to protect his sorceress
and source of power, though the truly transcendent needs no such
protection from mere mortals. Mystical forces work through human
beings to protect them-selves but are greater than their
instruments, even human instruments. He-Man is no such
instrument; he is equal to the forces of magic and he knows it: "I
am the power." The image of magic presented in
He-Man is a reduction of magic to serve human
ends.
But if magic is reduced in He-Man, humanity is reduced
in Transformers, a show featuring "autobots." Here we have
reached the state that I've called Turing's revenge, the elevation
of machines to human status. Further, the replacement of human
reason and responsibility by machines attaches to the concept of an
autobot. A recent typical episode of Transformers shows
exactly what the technological images attempt.
The opening scene shows Danny, one of the show's few human
characters, writhing in the throes of a nightmare. During a
close-up of his pained face, the viewing audience hears a voice
comforting him. I, as a father, empathized with that compassionate
voice. The scene opens to reveal an autobot sitting at Danny's
bedside. Danny's father enters the room later and acknowledges that
he cannot provide the relief Danny seeks. Danny's father also
acknowledges that the autobot stands the best chance of eliminating
Danny's recurrent nightmare, "since he respects you so much."
This episode's plot turns on the premise that a
nightmare-inducing machine had been affixed to Danny. The machine,
itself controlled by other machines, namely, evil autobots, not
only induces nightmares, but can turn those nightmares into
reality. By the strength of his will, Danny resists the nightmarish
images, thus preventing catastrophe. However, as one of the good
autobots says, in an inadvertent yet telling statement, "The images
are too overpowering for Danny to control." This is as telling a
statement about the nature of these shows as one can ask for.
Humanity was powerless to resist either the nightmare machine or
the evil autobots. The individual failures of Danny and his father
to confront and control the machines, representative of technology,
present perfect metaphors for much of children's programming. Who
saves Danny and prevents his dreams from wreaking havoc on the
world? It is not human reason or will, nor human efficacy, but
another machine that is the saving grace of humanity. The
technological culture's imagery presents technology itself as the
best hope for over-coming what threatens humanity. But the imagery
also shows us that what threatens humanity is, ultimately, the
technological culture itself.
In the previously mentioned episode of Transformers, we
see two sources of threats to humanity and the technological
culture, namely, the fantasy of Danny's dreams and the technology
of evil autobots. The non-scientific culture, thus the artist,
proves inadequate against the power of technology in
Transformers. The forces of magic prove inadequate in
He-Man, too, for the problem-solving there is the same old
knock-'em-down-till-they-can't-get-up-anymore method. There is no
transformation of the problem's context, no reframing of the
countervailing forces involved in the conflict, and finally, little
difference between He-Man and his adversaries. The proffered
solutions in He-Man ignore the transforming and
transcendent power of magic so that He-Man's powersword becomes a
very non-mythic, non-magical technologically potent tool. Yet, the
threat in He-Man emanates from Skeletor, a fantasy
figure.
The threat which the artist, now crudely associated with a
simplistic notion of magic and fantasy, brings to the technological
culture is openly displayed in Ghostbusters. This cartoon
presents the battle of the two principal cultures of our day and
age: technologically dependent and adept human beings fight
non-scientific ghosts and apparitions. The technologically equipped
ghostbusters vanquish the ghosts and apparitions as the good
autobots vanquished Danny's dreams and the evil autobots. The
supremacy of the technological culture over the other cultures is
reinforced by these images as the technological culture goes
unrestrained and unchecked in children's programming.
Certainly the natural scientist, restrained by an awareness of
limits both in intellect and will, does not challenge the supremacy
of technology in children's shows. Programs presenting images of
the moderate naturalist, searching for knowledge, have all but
vanished, and with that vanishing, reason and responsibility seem
to have been shunted to no-man's land. In the prevailing
atmosphere, reason must be confined to applied science and human
ends. Reason, as a means for recognizing our ignorance yet
transcending the limits of that ignorance, is infrequently
displayed.
But there are a few exceptions. Scooby-Doo and
3-2-1 Contact provide in structure and character what may
best be described as images of the natural scientist. Both these
shows afford a place for reason to prevail as an effective,
wide-ranging, problem-solving aspect of being human. They suggest
that solutions to our problems reside within us, and not outside in
the form of technology. Responsibility for our situation is within
us, then, too.
Reason in the two shows just mentioned is not confined to
applied science or strict end-oriented thinking. Rather, it is
shown to involve hunches, intuition, and precognitive,
non-quantificational methodology. Reason, in short, implies
discretion and openness to knowledge. Whereas the technologist
looks to knowledge only as it can serve human ends, knowledge in
Scooby-Doo and 3-2-1 Contact is not so narrowly
constrained. Knowledge, not machinery, has a life of its own and
from that life, we gain for ourselves a life of the mind. The life
of the mind is a life "borrowed" from that which transcends our
purposes. As a consequence, we do not have and can never hope to
have complete control over our lives. Scooby-Doo and
3-2-1 Contact acknowledge this, especially as luck plays a
role in each show. Harmony between the artist and the scientist,
seekers in the free arts, can be maintained.
The apparent antagonism between artist and scientist in the
standard plot of Scooby-Doo is always resolved. Typically,
the program shows a ghost or apparition threatening someone. Scooby
and his pals arrive on the scene and, using hunches, seemingly
irrelevant bits of information that turn out to be clues, and their
own intelligence, they expose the ghosts and apparitions that
frequently appear as elaborate hoaxes. While Scooby-Doo
presents a rather facile image of magic in its ghosts and while its
solutions are entirely too pat, the show makes it clear that human
reason is responsible for problem-solving.
Yet reason alone never solves a Scooby mystery. Luck always
lends a hand in the form of stray papers, accidental discovery of
hidden trapdoors and passageways, and serendipitous bumbling by
Scooby and Shaggy. The implicit limit placed on reason and,
consequently, the human being is consistent with the cultures of
the artist and scientist. Further, the struggle to remove the
source of conflict shows trans-formation. While a problem appears
initially as a search for a ghost or apparition, it is resolved
when an alternative hypothesis is advanced. Scooby and his friends
openly acknowledge that they initially misunderstood the problem.
By contrast, when technological problems, such as evil autobots,
are overcome using other technological means, namely, good
autobots, there is no transformation and no use of reason in moving
toward resolution.
All of what is good about Scooby-Doo - the pride of
place accorded reason, acknowledgment of its limits, the role of
non-human forces in human destiny - exists in public T.V.'s
3-2-1-Contact. Of course, the show is a science show and
deals in natural explanation. The scientists who explain, though,
constantly remind the viewer of human ignorance. In explaining
phenomena, the narrators explain to the audience that "we are
trying to find out …" and "we don't know for sure, but we think. …"
The gentle, respectful, and plaintive voice of a searcher in free
art speaks on 3-2-1 Contact. Reason, in its richness and
with its limits, is presented as a means to help us learn about
what we do not and may never know.
The show's youngsters are not averse to using technology or
sophisticated, scientific instrumentation. They use computers and
other machines, but the technology is always there to serve the end
of knowledge. Technology is treated as human invention and never
given the same status as the truth it might help reveal. Finally,
technology is not presented as the only means of identifying and
understanding the world or ourselves nor is the show antagonistic
toward the artist. Technology has a borrowed and dependent
existence on 3-2-1 Contact.
It is exactly this subservience to the human that technological
culture resents. It is precisely the independence and life of
machines that the technological culture, its images to the
contrary, wants but cannot have. Cultures which place human ends
above all and define knowledge precisely and only in terms of human
purpose are enslaved by their own limits. 7 In them, technology rather
than reason defines morality. The artist's way of expressing and
exploring reality is lost to such cultures; only a facile
distortion of reality can take its place. The natural scientist's
way of reframing problems and shifting perspectives - responding,
in other words, to what is independent of being human - is closed
to such a culture. The kind of culture that is at odds with the
artist and ignores the natural scientist will not have "free arts"
but be bounded ever so tightly by its own inventions. Thus, can it
restrict and damage our children!7
References
1 David Porush in The Soft Machine implies
this division without consciously developing it. He says in his
Preface that "literature is as much the product of the
technological and scientific milieu as it is of the artistic one"
(x). In his choice of words, he suggests that the technological and
scientific are, even if of one non-artistic milieu, different
enough to demand naming separately. [Back]
2 Children's shows where technology is necessary or
plays a leading role for plot and structure include G.I. Joe,
Transformers, Inspector Gadget, Silver-hawks, Inhumanoids, Bionic
Six, Real Ghostbusters, Ghostbusters, She-Ra, and at times,
He-Man and Thundercats. [Back]
3 See Thomas Aquinas, Summa Theologiae 1-11, 34,
1, ad 3, 57, 3, ad 1, 2, and 3; I Metaphysics 3c. [Back]
4 Since I could hardly believe my son asked me that
question, I mentioned the incident to a friend. She informed me
that her three-year-old son had asked her the same question. [Back]
5 See G. K. Chesterton's Orthodoxy or C. S.
Lewis's The Allegory of Love. The relationship between
magic and religion has been written about at length. [Back]
6 The use of magic to serve human ends and only to
serve human ends, consistent with the reductionist thinking of the
technological culture, is exemplified by MASK Toys. These toys are
vehicles with concealed weaponry since "illusion is the ultimate
weapon." [Back]
7 This is a much revised and reformulated version of
a paper presented at the 1987 Popular Culture Association
meeting. I am indebted to Geraldine DeLuca for her many helpful
comments. [Back]
Works Cited
Chesterton, G. K. Orthodoxy. London: John Lane,
1909.
Hodges, Andrew. Alan Turing: The Enigma. New York:
Simon and Schuster, 1983.
Lewis, C. S. The Allegory of Love. Oxford: Oxford UP,
1936.
Porush, David. The Soft Machine. New York: Methuen,
1985.
Snow, C. P. The Two Cultures: and a Second Look.
London: Cambridge UP, 1959.
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